全面战争:战锤3

全面战争:战锤3

Recruit Rework
BlackJackGear  [开发者] 6 月 29 日 上午 3:51
Mod Compatibility
Report compatibility issues with other mods here.
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正在显示第 1 - 13 条,共 13 条留言
Mr. Tarzan 7 月 8 日 下午 6:35 
I'd love to find out why there might be conflicts with my single region provinces mod.
Do your scripts call or assign anything with the vanilla provinces?
BlackJackGear  [开发者] 7 月 10 日 下午 1:37 
I will have to do some digging to find out, prolly this weekend
BlackJackGear  [开发者] 7 月 13 日 上午 2:46 
I tried out your single regions mod and I like it a lot.
So far I have not found any issues with compatibility, do you have any additional info, what issues you found?
BlackJackGear  [开发者] 7 月 13 日 上午 3:11 
nvm I found the issue, its the fact that provinces are named the same.
I had to do an ugly workaround, when recruiting via regular recruitment, that involves matching the displayed name in the recruit list to a unit pool, since multiple provinces are named the same it messes up the matching.
Mr. Tarzan 7 月 13 日 上午 3:29 
Sorry for the trouble! I've decided to rename provinces to match their region in the last update of my mod, meaning every province has a unique name now.
BlackJackGear  [开发者] 7 月 13 日 上午 3:36 
Are you sure?
I liked it because it still groups the settlements into regions.
Besides I fixed it already.
最后由 BlackJackGear 编辑于; 7 月 13 日 上午 3:36
Mr. Tarzan 7 月 13 日 上午 3:45 
Yeah, so Altdorf for example says Altdorf in the province name instead of Reikland and City of Altdorf in the region name. You will see Reikland show up on the map when you zoom out.
I haven't released this update yet.
BlackJackGear  [开发者] 7 月 13 日 上午 3:49 
I just kinda liked having the settlements that where in the same province previously still display the same province name, felt familiar and helped (me) with orientation.
Plus displaying the region name twice is kinda redundant.
Tho its not that big of a deal all in all
Mr. Tarzan 7 月 13 日 上午 8:43 
I hear ya. By the way if you want, you are more than welcome to add me on Discord: mr_tarzan
Raiken 9 月 8 日 下午 3:20 
Mortals, Mercs and Management affects recruitment and replenishment as well so its incompatible, I'm trying to figure out how to combine them and make that and your mod work together, do you think there is there a way to uncouple the Unit Pool Gain from the MCT settings and use MMM's population for it instead?
BlackJackGear  [开发者] 9 月 9 日 上午 9:37 
I could add an mct setting to disable my recruitment and replenishment, but then why use this mod at all?
Raiken 9 月 9 日 上午 10:06 
I didn't mean disable, just was wondering if there could be a way to use variable value for your unit pool gain per turn based on MMM's population tracking and using your mods recruitment and replenishment. I was looking through your files and just wasn't sure what to do in lua to make that work
最后由 Raiken 编辑于; 9 月 9 日 上午 10:10
BlackJackGear  [开发者] 9 月 9 日 上午 10:15 
I dont know MMM well enough to answer that and dont plan on adding another project.
But if you want to give it a try, I can answer questions, just add me on discord.
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